Genesys - Android - More Than Human (v1.2).pdf
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SCIENCE FICTION RULES SUPPLEMENT
CREDITS
EXPANSION DESIGN AND
DEVELOPMENT
Daniel “BluSunrize” Räder
FRONT COVER ART
ParallelVision on Pixabay
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TTFTCUTS
GRAPHIC DESIGN
Fantasy Flight Games
Genesys Foundry
SPECIAL THANKS
J. Scott Zumwalt and TTFTCUTS
LAYOUT AND ADDITIONAL
GRAPHICS
Daniel Räder, J. Scott Zumwalt, and Roy Altman
This product was created under license.
GENESYS
and its logo, and
GENESYS FOUNDRY
and its logo, are trade‐
marks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters and character
names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games.
www.FantasyFlightGames.com.
This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with
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is copyright 2021 by Daniel Räder and published under the Community Content Agreement for Genesys Foundry.
Document Version 1.2
2
More Than Human
CONTENTS
Chapter 1: New Archetypes..................................................................................................................4
Partial Cyborg....................................................................................................................................................... 4
Full-Body Cyborg................................................................................................................................................. 5
Becoming Fully Cyberized .................................................................................................................................. 6
Chapter 2: New Body Modifications....................................................................................................7
New Cybernetics .................................................................................................................................................. 7
New G-Mods......................................................................................................................................................... 9
3
Chapter 1: New Archetypes
[CHAPTER 1]
NEW ARCHETYPES
n the brave new world of scientific advancement, hu‐
manity is no longer shackled by the limits and restric‐
tions of their bodies. With two crucial breakthroughs,
precision genetic engineering and brain-digitization,
the possibilities for diverse bodies have become endless.
From perfectly designed physiques, over animal traits to
additional limbs – a human mind can inhabit nearly
any shell now.
This section presents two new Archetypes for player
characters to be created with, as well as an optional rule
for changing archetypes during the course of a game.
These archetypes can be used along with those found in
S
HADOW OF THE
B
EANSTALK
though you may want to con‐
I
sider replacing the existing Cyborg archetype with the
ones presented here. Note the options presented in this
book may conflict with the lore and canonical technolo‐
gies of the Android setting. Should you wish to avoid
these conflicts, you may simply elect not to use those
archetypes.
The archetypes of
M
ORE THAN
H
UMAN
can otherwise be
used for many other science fiction or space-opera set‐
tings, expanding the horizons and allowing for diverse,
transhumanist options for players to create their charac‐
ters with.
PARTIAL CYBORG
A reasonably common sight on the city streets, people
of many different backgrounds are found with partially
cyberized bodies, often identified by metal limbs or cy‐
bernetic eyes. While many of the first partial cyborgs
were given limb replacements for medical reasons,
compensating for lost or crippled pieces of their body,
cybernetic upgrades have become much more of a vol‐
untary choice these days.
With cybernetic limbs providing them more physical
strength and speed, cybereyes enhancing their vision to
superhuman levels, and brain augmentation making
them faster at processing information and scanning the
net, nearly any business profits from the advantages of
hiring cyborgs for specialized roles.
ARCHETYPE ABILITIES
3
2
2
2
2
1
•
Starting Wound Threshold:
10+Brawn
•
Starting Strain Threshold:
10+Willpower
•
Starting Experience:
85
•
Starting Skills:
A partial cyborg starts with one
rank in Mechanics or Athletics. They obtain this
rank before spending experience points, and this
skill may not be increased higher than rank 2 dur‐
ing character creation.
•
Partial Cybernetics:
Your character begins play
with any number of cybernetics that cost a total of
1,000 credits or less. They do not need to make a
check to install these cybernetics, and they do not
decrease their strain threshold because of these cy‐
bernetics (but will decrease their strain threshold
as normal if they get any future cybernetics).
•
Replaceable Parts:
Once per session as an out-of-
turn incidental when suffering a Critical Injury,
you may spend a Story Point and have one your
character’s cybernetics take major damage. If you
do, your character does not suffer the Critical In‐
jury. The cybernetic must be one that could rea‐
sonably suffer the damage as a result of the injury
and will no longer conveys its benefits until it is re‐
paired.
WHY PLAY A PARTIAL CYBORG?
Partial Cyborgs are not only a physically strong
archetype, they are incredibly variable from the start.
While their experience is lower than that of other
archetypes, they are able to start with multiple different
cybernetics (within a price range) which an afford some
some powerful equipment from the get go.
Their unique ability also allows them to shrug off
Critical Injuries that could otherwise be lethal. While
they may damage some of their prized components in
the process, they live to see another day in New Ange‐
les.
4
More Than Human
FULL-BODY CYBORG
Full-body cyborgs have had the majority of their body
replaced with cybernetics, with only some vital organs
remaining in their metal and composite shells. In the
most extreme cases, they are only a brain and spine in a
body that is otherwise completely artificial.
Most of the people that underwent such drastic mod‐
ifications are military or orgcrime, having chosen to
move to an entirely artificial body to be stronger, more
resistant and more adaptable to their dangerous line of
work. While studies present conflicting results, some
full-body cyborgs speak of an increasing emotional dis‐
connect from the people around them, as well as exclu‐
sion and prejudice from those that view them no
different than bioroids or combat drones.
(painkillers) or a Medicine check. They may how‐
ever use emergency repair patches (see page 102 of
S
HADOW OF THE
B
EANSTALK
) in the same that
bioroids can. Your character can heal wounds and
strain naturally by resting, as their systems attempt
self-repairs. They can also be “healed” by using the
Mechanics skill instead of the Medicine skill, but
otherwise following the rules in the
Medical Care
section on page 116 of the
G
ENESYS
Core Rulebook.
Your character can not benefit from g-mods, but
never reduces their strain threshold due to in‐
stalling cybernetics.
•
Full Cyberisation:
Your character's body is nearly
entirely mechanical. They begin play with any
number of cybernetics that cost a total of 2,000
credits or less. They do not need to make checks to
install these cybernetics.
WHY PLAY A FULL-BODY
CYBORG?
Full-body cyborgs are unique in the kind of start they
provide a character. They start with a high wound
threshold and a higher brawn value. What they lack in
social characteristics, they make up for by being heavily
kitted out. With their unique ability, they start with
equipment worth more currency than any other charac‐
ter, even after taking favors. They are also uniquely
geared to keep upgrading themselves, at no cost to their
strain threshold.
While their abilities make them appear very similar
to a Bioroid from
S
HADOW OF THE
B
EANSTALK
, they are
still at their core human. The emotional disconnect, the
implications of a fully artificial body, but a brain that
still experiences human emotion are powerful hooks for
interesting roleplay and character interaction.
ARCHETYPE ABILITIES
3
2
2
2
1
1
•
Starting Wound Threshold:
12+Brawn
•
Starting Strain Threshold:
9+Willpower
•
Starting Experience:
85
•
Starting Skills:
A partial cyborg starts with one
rank in Resilience as well as one rank in either
Athletics or Computers (Sysops). They obtain
these ranks before spending experience points, and
these skills may not be increased higher than rank
2 during character creation.
•
Artificial Shell:
Your character does not gain the
benefits of healing wounds with slap patches
5
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